The Armageddon Beasts
(Inactive)
Game Master
Zayne Iwatani
Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]
Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]
The Sard Round 2
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
If anyone spots an Anti-Magic breed let me know, most of my abilities are EX.
I'm of the mind of pairing off to take them down, two of us for each one of them. Myself and Donovan can handle the one to the east, Fizzwiddle and Groff to the North, and Mortimer and Darnak to the West. It's not the greatest plan, but they have the tactical advantage here and that kind of limits our options until the Casters start laying down some battlefield control.
We could also try and burn them out but that seems counter-intuitive.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
I also have another plan that may work, we'll see.
DM: do you want us to wait until all others have posted before posting our actions for the next round?
yes please. The DM suffers from permanent Feeblemind. He may get confused. You can voice your intentions to the others though.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Alright guys. The cat-demons got an Intelligence of two, they can sense me from a mile away, and I smell like a nice, tasty prey creature. I should look like a friggin smorgasbord right now, and if that doesn't get them to come out and try and maul me then I don't know what will!
LET'S SEE HOW THIS PLAYS OUT!
Unnamed
I am going to reshape the battlefield
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Rika doesn't disappear just so you now. An alchemical Simulacrum is a creature, not a magical effect. She is visible though, so there's that.
okay. It says they are semi permanent illusions.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Quote: The created simulacrum is a creature, not a supernatural effect. Though technically she is an illusion in as much that she is a blob of flesh sculpted to look and act like a Solar Angel.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
DM I forgot to take falling damage. rolling it here for simplicity
3d6 ⇒ (4, 1, 3) = 8
See you guys tomorrow. Party time. Happy New Years.
Male Human Commoner 2
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Male Elf Wizard 20
Possibly my favorite high CR creature is the Plemora Aeon. Just flavor wise it's sooooooo cool.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
Fizzy will cast three programmed images, one for Chef, one for Goff and one for himself
To flank with Goff "Ow my bum" Buff Fizzy DC 31 (29 Threatening Illusion)
To Flank with Chef "Slice and dice" Fat Fizzy with a Frying Pan DC 31 (29 Threatening
To surround Fizzy Completely "Yipes" Prismatic Looking Wall DC 31
Those are the key words, which they can say, or if that fails fizzy will say it, then what it appears to be, then the save DC to disbelieve if they interact with it and the DC to give the flank bonus
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
So what's everyone thinking so far?
Obviously the only real option is to head out into the woods and murder whatever is up to this mischief, but with pretty much no leads to go on that's easier said than done.
I had another thought too; I suspect we may have hosed ourselves a little bit at the beginning. Since it looks like the world around Mortimers spell is changing then it is safe to assume that we are being transported into the other world rather than things from the other world coming to our plain. Because we also destroyed the teleportation circle it is also safe to assume that that wasn't the cause.
It's possible that the circle, then, was our ticket back to the normal world and we accidentally destroyed it assuming that the Bandersnatches were going to come through.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
well i would say wait until morning first. See how it plays out, there might have been a time limit on it, and if not then I am sure Mortimer has plane shift to get us back, which he can prepare the next day.
Clues: The forest is old and has connection to the fey. You found this out when the fey realm seemed to overlay your.
The circle of teleportation was waiting for you when you got there.
It was locked until the morning when it would become active.
They normally don't last that long.
There was a clue as to what would attack that night.
What I said to Mortimer:"Most people you approach avoid talking about the forest but an older human man mentions that the forest is ancient and connected to the fey realm. Rumors speak of nights when the moon is full that the fey realm actually overlays areas of the forest, allowing creatures to pass into the material. You also know tonight is a full moon and the meeting time is late. Coincidence?"
Male Elf Wizard 20
Quote: It's possible that the circle, then, was our ticket back to the normal world and we accidentally destroyed it assuming that the Bandersnatches were going to come through. Oh god.
Na I think it's more of a "solstice" thing where it just happens briefly.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Probably, but that still leaves the question of what the heck the teleportation circle is for.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
The Chef wrote: Bandersnatch Kebabs: Skewered on a cleaned quill, the bandersnatch meat was given a dry rub and then grilled along with peppers, onions, and tomatoes. So I'm guessing you were a contestant on MasterChef? (The way you describe it totally reminds of that show. Now if you would've thrown in the word "elevated" in there somewhere, there would've been no doubt). ;)
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Couldn't tell you, I've never actually seen the show.
Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2
I've been getting an Iron Chef vibe myself. Classic Japanese Iron Chef that is.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Yeah, that and Chopped is usually what I enjoy watching.
Sorry for the silence today. Will have something tomorrow.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Is the 1d10 from the Sard's electrical defense considered electricity damage?
Electrical Jolt (Su)
Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.
From the description I can only assume so. I says metal weapon though.
Male Elf Wizard 20
I'm bringing my discussion here, as I don't want to clutter up gameplay with too many purely OOC posts.
Right about the plants immune to stun, I can only pretend to have even half of Mortimer's intelligence!
On the bright side we just wasted a very scary set of rolls from the DM :P
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
I'm sure everything will be fiiiiiiiiiiiine.
Male Elf Wizard 20
Eh, if we were well prepared I don't think this fight would be much trouble, but if all five of those creatures focus you down it could be very devastating.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
For now the Jubjubs are still a pretty good distance away and I've got quite a few tricks left in my bag. I think I'll be able to hold out until you guys sort yourselves out. After all, I think it'd be worse if I brought everything back to camp with the party only half prepared.
Plus I...kind of did this to myself, y'know?
Four CR 15's make a 17 I think and the Sard is a 19. That's like a 20 but combining CR's is more an art not a science. We shall either see the death of a hero or a victorious stand. Oh and there is one more fight planned for the night. Hehehe. And its the toughest yet. Those of you following along with the theme here should be able to figure it out. I think I might give Mort a chance to figure it out too. Maybe a knowledge planes DC 55. Can't make it too easy.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Alice in Wonderland? I don't know if Lewis Carroll wrote about Sards at all but that's the only thing I can think of.
And if I'm right then I'm like 90% sure what the last creature is. And if I'm right about that then I'll gladly stay here and duke it out with the trees while you guys handle that whole mess.
Male Elf Wizard 20
In a round about way you are damn close Kyamba. I forgot about the latest movie.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Close like how "Through the Looking Glass" and "Alice in Wonderland" aren't technically the same thing?
Male Elf Wizard 20
Oh god. I figured it out.
What school/descriptors are on the illusions? Mind-affecting, fear, yada yada.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
Just illusion (figment) and it lasts for 2 minutes
Only works as a flank cause of the threatening illusion feat.
Maze spell allows SR so the Kimono will also.
Also how do you not provoke AoO when charging Kyamba. The Sard has a 30ft reach but no Combat Reflexes.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Ah, never mind. I misread the table on the SRD. My mistake.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Aww man Fizzwidle, some of those Jubjubs were friendly. We didn't need to hurt them...
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
Fizzy didn't see that happen, since he was far away still, I didn't want to metagame it :(
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Any serious objections if I bring two of the Jubjubs back to life?
EDIT: Actually, just one back. I don't want to burn any Resurrection spells.
Male Elf Wizard 20
Master Chef Kyamba wrote: Any serious objections if I bring two of the Jubjubs back to life? What.
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Mortimer Talinth wrote: Master Chef Kyamba wrote: Any serious objections if I bring two of the Jubjubs back to life? What. As in "What are you thinking!?" or "What do you mean?"
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
Maybe answer both to save time? :)
Male Elf Wizard 20
No, that would be my character's actual reaction. Just a look of disbelief and "What?"
HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
I have the resources to spare to bring one of the Jubjubs back to life using a Breath of Life (since Weird or Phantasmal Killer aren't technically death effects as far as I can tell).
Putting aside that they weren't hostile at the time they died (honestly, that's not why I'm asking) the Alpha tried to protect Rika even though it had no obligation to. I feel that means that I owe them something at least in return.
If I do revive it I don't think it'll come back hostile, but in the event that it does it will have so little health that we can kill it again with pretty much no issue.
However, I realize this may still sound stupid to some people so I thought I'd ask first.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
oh I have no problem with it. Fizzy would actually appreciate it. I am about to post his reaction. He is sad about killing animals.
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